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https://gitlab.com/veloren/veloren.git
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93568754a0
Also added a function that has extensive details about what the projection options mean, and set our near plane much closer (0.25 to 0.0625) and far plane much farther (100000.25 to 524288.0625). In the future we may completely remove the far plane (opting for an infinite one) and may possibly improve accuracy elsewhere using analysis of other floating point values.
39 lines
1.1 KiB
GLSL
39 lines
1.1 KiB
GLSL
#version 420 core
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#include <constants.glsl>
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#define LIGHTING_TYPE LIGHTING_TYPE_TRANSMISSION
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#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_SPECULAR
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#if (FLUID_MODE == FLUID_MODE_CHEAP)
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
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#elif (FLUID_MODE == FLUID_MODE_SHINY)
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE
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#endif
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#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET
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#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN
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#include <globals.glsl>
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layout(location = 0) in vec3 v_pos;
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layout(location = 0) out vec3 f_pos;
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void main() {
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f_pos = v_pos;
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// TODO: is this todo below still valid? is cam_pos jittery
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// TODO: Make this position-independent to avoid rounding error jittering
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gl_Position =
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all_mat *
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vec4(v_pos + cam_pos.xyz, 1);
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// gl_Position = vec4(gl_Position.xy, sign(gl_Position.z) * gl_Position.w, gl_Position.w);
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gl_Position.z = 0;
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// gl_Position.z = gl_Position.w - 0.000001;//0.0;
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// gl_Position.z = 1.0;
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// gl_Position.z = -1.0;
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}
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